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Thunderbolt Missile Swap


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#1 Lord Umbra

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Posted 15 October 2013 - 04:03 PM

On my Thunderbolt 5S I placed a lrm15 and a lrm10 in the right torso, putting the lrm15 in first so it would go in the larger pod sitting on the shoulder and the lrm10 in second so it would fit in the smaller pod in the torso so that when I fire all my missiles would fire at once. Every time I save the loadout it swaps them so that the lrm10 is in the larger pod and the lrm15 is in the smaller pod, thus making my lrm15 fire twice to deliver it's full payload. I have tried re-doing this several times and it swaps them every time. This isn't really a big issue but it is quite annoying.

#2 Kusanagi Hazen

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Posted 15 October 2013 - 04:22 PM

According to smurfy, the missile racks on the 5S are 10x2, not 15 and 10. So it sounds like it is working as intended.

Edited by BigTaeng, 15 October 2013 - 04:23 PM.


#3 Lord Umbra

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Posted 20 October 2013 - 03:48 PM

Actually Smurfy says 20 and 10, and when I put the fifteen in the pod it shows 15 missiles sticking out of it until it swaps when I save

Edited by Lord Umbra, 20 October 2013 - 03:50 PM.


#4 MonkeyCheese

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Posted 20 October 2013 - 04:17 PM

It is not a new problem I remember it from older mechs

#5 Malleus011

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Posted 20 October 2013 - 04:17 PM

The Shadow Hawk seems to do the same thing, placing MG's atop Autocannons in the torso.

#6 Wraith 1

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Posted 20 October 2013 - 04:20 PM

I've had a similar problem with my JR7-D, I have it set up with 1 ML + 1 SL on each arm. For a while, the mechlab would switch the lasers on one arm, making the lasers asymmetrical and driving me nuts.

I was able to fix it by filling all the empty slots with heatsinks and stuff, then saving. It didn't have any room to move the stuff around, then I just rebuilt it normally and it worked fine.

#7 Prince V

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Posted 20 October 2013 - 04:42 PM

I've seen and heard a lot about these kinds of glitches, experienced a few myself as well. All I can say is that I hope the reason they seem to be getting ignored, is that they're going to be fixed soon™ in MechLab 2.0
If that's the case, I can totally understand that. Yes it can be frustrating, even more so when it seems like it's getting "ignored" by the devs, but I think everyone here can see the logic of not devoting time and resources to fixing something twice, when they're already racing to catch up on other things. Yes, in a perfect world it'd already be fixed and everything would be wonderful, but it's not a perfect world, and languishing on what could've been doesn't do a dam thing to help you out where you are now.
Once again, communication is key. A simple nod from the devs would do a great deal just to let people know that they know about it, and are working to fix it. Essentially, letting the player-base know that the devs aren't okay with it either.

#8 Ironwithin

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Posted 20 October 2013 - 11:07 PM

This "weapon swapping" affects all mechs and all weapons. The game has it's own sorting-mechanism that overrides the order you put the guns in.
It is most annoying with missiles being swapped to places with insufficient tubes to launch all in a single salvo...

#9 Tiamat of the Sea

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Posted 21 October 2013 - 10:56 AM

This issue is actually tagged to the individual rack in your inventory. Apparently, missile racks that are stripped out of purchased 'mechs have markers on them sometimes that indicate what order they sit in the torso, affecting both the order they appear when you open the 'mech bay and the order in which they stick themselves into tube areas. I had this issue with my Quickdraw 4H, where I kept having the SRM-6 drop into the second, 4-tube max, slot instead of the first, 10-tube max, slot on the left torso.

The solution to this is as follows:

Step 1) Slot racks into the 'mech in the order you want.

Step 2) Save the configuration and leave the Mechlab.

Step 3) Return to the Mechlab and open the 'mech.

Step 4) If the missile racks are not in the order/tubespace you want them in, remove them and sell one of the racks.

Step 5) Repeat steps 1-4 until you return to the Mechlab to find that the racks are in the right order and the missile tube sets are set up the way you wanted them.

If you're finding this a huge obstacle, then just make a mental note to sell off all missile racks out of freshly-acquired 'mechs and buy new ones when you go to edit a loadout.

#10 Ironwithin

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Posted 21 October 2013 - 11:50 AM

With a measly LRM10 costing 200grand and a SRM6 coming up 160k this seems like a VERY expensive way to work around this, considering the horrible grind you have to go through to earn that money in the first place.

Hopefully they will let us choose the actual hardpoint we want to put a weapon in at some point, not just show a listing of how many hardpoints are left available.

#11 Tiamat of the Sea

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Posted 21 October 2013 - 12:04 PM

My solution to this is that I don't sell off weapons when I sell off 'mechs. Since I have to pick up three of each thing and I want to play around with builds until I find the ones I'm comfortable using in a given chassis, I tend to maintain a decent stock of weapons to huck here or there as needed, and I often master or at least elite all three purchased variants of a chassis in the process of using the variants and learning which setups I like.

This means I then build up the earnings to have a little leeway on things, which is necessary given I can't afford to spend Real Money on 'mechs for this game. That then gets a small bonus when I sell off the 'mech- after stripping out the important bits (valuable weapons, ammo, equipment, and in many cases the engine) and lets me maintain a steady stock of spare bits lying around to sell or reorganize as needed when assembling a 'mech.

....of course, it helps that I don't make 'boat' builds very often and so rarely have issues like 'my LRM-15 is falling under my LRM-10'.

Edited by Elli Gujar, 21 October 2013 - 12:04 PM.






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